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Great work Cryptic!!!

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Loved Cutting the Cord! :D

Allthough it felt a little bit...short.
Also had the misfortune of running into Hakeev jumping up on a building out of reach, but otherwise it went well.
Very nice job on the scenery though and i noticed that Orbital Strike got a slight FX tweak. :cool:

And guys..... could we please get the ability to cusomtize the apperance of our special BO's?
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Alexraptor wrote: »
    Loved Cutting the Cord! :D

    Allthough it felt a little bit...short.
    Also had the misfortune of running into Hakeev jumping up on a building out of reach, but otherwise it went well.
    Very nice job on the scenery though and i noticed that Orbital Strike got a slight FX tweak. :cool:

    And guys..... could we please get the ability to cusomtize the apperance of our special BO's?

    After last week's TREK through the desert - anything we made would have felt short imho :P

    Agree with the other points though - there were some cool new things in this episode that were fun to see - the guide paths, the orbital bombards, the use of calling in reinforcements... etc..
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    I liked this 1. The orbital bombardment was a great touch; more of that please. The reinforcements also were a nice idea. It was good to be separated from the BOs for a change.

    The virtual path was good, once it started working. Mine didn't work until after I dropped the forcefield.
    I also had the Hakeev problem. He jumped around on the side of a building and died up there. Luckily I was within range to check him if I squashed up against the building in the corner.

    All in all that was pretty fun. KDF point of view btw.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    dstahl wrote: »
    After last week's TREK through the desert - anything we made would have felt short imho :P

    Agree with the other points though - there were some cool new things in this episode that were fun to see - the guide paths, the orbital bombards, the use of calling in reinforcements... etc..

    I'm very much of the same opinion. Still, a nice episode. I like smaller away teams and action missions where I'm solo. I hope we get options for that in The Foundry, eventually.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Great mission! Short but great! I had the same issue with Hakeev dieing on the roof, had to redo mission. (guess I'm glad it was short hehe)



    *spoiler*


    Calling down troops was awesome! More of that please :D
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    i normally complain that they are too short but i actually thought the length was just right on this one.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    This week's episode was AWESOME! A full city... orbital bombardment... fighters attacking you overhead... optional objectives and accolades galore!

    I really enjoyed it. I think the Environment Artists hit every episode out of the park. Great work, Cryptic! THANKS!!
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    I thought the pacing and length of this episode was ideal, for me anyway. It was filled with fun.

    LOVED calling down fire from my ship. That was fantastic. I would like more of that.

    LOVED calling reinforcements down from my ship, too. I always like to see the rest of the crew get involved. I have hundreds/thousands of people under my command, it's always nice to see them supporting me directly.

    The environments and rewards were great. Not sure I like how one of the rewards will work in PvP (sad day for BoP/Raptor/Escort I think), but I love it for PvP. Even grabs those plasma torps. ;)

    Great blend of space combat and not-painful ground combat. I was lucky not to have problems with superjumping Romulans, though.

    Off to play it on some alts!
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    The ground combat through the streets was great. I loved how you could just observe if you wanted or get stuck in and help your crewman.

    My liberated borg captain decided it would be more efficient to proceed un-distracted to the objective. However, my tactical captain alt decided it would be best to get stuck in with her rapier and eliminate any Romulans in the way!
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    dstahl wrote: »
    After last week's TREK through the desert - anything we made would have felt short imho :P

    Agree with the other points though - there were some cool new things in this episode that were fun to see - the guide paths, the orbital bombards, the use of calling in reinforcements... etc..

    Anyone else miss the specific rocky outcrop at the beginning? I tried two or three rocky out crops and figured the mission tracker was being vague and it took till I got to the cave (and couldn't progress) before I could say for sure it was broken (for some reason the objective markers on map don't work in that mission and while I appreciate the toning down of jumbo glowing markers - that map could use something).

    So... I did the trek 3 times (to the cave, right back to the start, then all the way back to the cave again) - just to rub it in...

    I agree the new features have been great though. The disabling of weapons - and of the tactical team beam in throughout - was particularly cool and would be great to see more of (and eventually as options in the Foundry).
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    when on a team of 2 or 3 calling in reinforcements doesnt work. your stuck doing mission with just the members of team.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    THE Only problem I had with the mission was more of a realism issue. At the end when you are nuking the Iconian gate. Youre standing OUTSIDE when the torpedos hit the gate. Three of them no less. lol As I understand it photon torps are basically nukes on steroids.... my captain wouldnt be alive to see the results if shes standing outside when they hit.

    Please fix this so that she runs back inside please.

    Also please make it so that the tractor beam mines cant be sold to the replicator.

    Thanks. 10 tribbles in rating for this series! :D
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Gah! missed opportunity here ;)

    I just played through again, and Obisek sets up an interference field. For cheese and pure lulz it would have ben great if he'd used an interferometric pulse :cool:
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Great episode. Perfect length.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Wow, all I can say is what a great way to end the series. I loved every bit of the last episode, even if I did get lost in the city once or twice. Great work and I'm definitely looking forward to the continuation of this story line.

    Oops I almost forgot, I'm almost afraid to use my Reman Sci Officer since it's such a unique item.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    It would have been better if they phasered the iconian gate, to be more realistic. And the fighter that was flying around shooting you on the rooftop shouldnt use photons either. One hit by one of those and you and everything around you would be destroyed according to canon.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Phasered would have been better. The nuking made me go lolwut?
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Aisling wrote:
    THE Only problem I had with the mission was more of a realism issue. At the end when you are nuking the Iconian gate. Youre standing OUTSIDE when the torpedos hit the gate. Three of them no less. lol As I understand it photon torps are basically nukes on steroids.... my captain wouldnt be alive to see the results if shes standing outside when they hit.

    Please fix this so that she runs back inside please.

    Also please make it so that the tractor beam mines cant be sold to the replicator.

    Thanks. 10 tribbles in rating for this series! :D

    I'm still reeling from this episode. I didn't think it was possible to top last week, but somehow you did it.

    I'm in agreement with the above. You should beam out before the torps come down.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Aisling wrote:
    THE Only problem I had with the mission was more of a realism issue. At the end when you are nuking the Iconian gate. Youre standing OUTSIDE when the torpedos hit the gate. Three of them no less. lol As I understand it photon torps are basically nukes on steroids.... my captain wouldnt be alive to see the results if shes standing outside when they hit.

    Please fix this so that she runs back inside please.

    Also please make it so that the tractor beam mines cant be sold to the replicator.

    Thanks. 10 tribbles in rating for this series! :D

    The setup for bombing the Iconian gate was almost literally done at the last minute. It was one of the last pieces of the mission architecture. There was a brief discussion of putting in a "reach minimum safe distance" objective but there simply was no time. I might go back and do that later if I have a free day.

    EDIT: Also, I iterated on a version where you beamed out at the beginning of the cutscene and then the torpedoes came down. Unfortunately it was badly broken because if you were on a team, it would then wait for the team confirmation box, which you could cancel, which would leave you on the map in a bad state.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    I think perhaps one torp would do just as good as three... perhaps remove two of them and then put in the minimum safe distance? Or just have us run back inside the building?

    Oh and thanks for responding! I totally wasnt expecting a response. lol
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Aisling wrote:
    I think perhaps one torp would do just as good as three... perhaps remove two of them and then put in the minimum safe distance? Or just have us run back inside the building?

    Oh and thanks for responding! I totally wasnt expecting a response. lol

    Nobody's really (canonically) sure how tough Iconian gateways are; in TNG: "Contagion," Picard destroys the Iconian probe facility by using its own launch mechanism. In DS9: "To the Death," O'Brien uses a series of explosives especially brought along for the job (and with back-up chemical detonators, thank goodness!).

    Anyway, changing the FX would be a job for the FX artist, which is not me. And FX time is precious. But changing the mission logic to have a "Reach Minimum Safe Distance" objective is in my bailiwick, so mebbe if I have the time. :)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    The mission had many great aspects the orbital bombardments were great so was the fight with the scorpion and the exploding rooftop ship to take out the romulans. So much fun thanks!

    One small thing is the boss battle had my backup and the boss jumping all over and bugging out a bit It took away from the great mission. Once that is fixed it will truly be one of the greats in this game.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    jheinig wrote: »
    Nobody's really (canonically) sure how tough Iconian gateways are; in TNG: "Contagion," Picard destroys the Iconian probe facility by using its own launch mechanism. In DS9: "To the Death," O'Brien uses a series of explosives especially brought along for the job (and with back-up chemical detonators, thank goodness!).

    Anyway, changing the FX would be a job for the FX artist, which is not me. And FX time is precious. But changing the mission logic to have a "Reach Minimum Safe Distance" objective is in my bailiwick, so mebbe if I have the time. :)

    Well in "To the Death" they did think first of using Quantum Torpedoes, but the reason they had to go down on foot is because the gate was housed in a structure of solid Neutronium, which may or may not have destroyed the gate and structure.
    They went down so they could be 100% sure it was destroyed.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Reading these posts and seeing that the DEV's are actually listening and willing to change things is what amazes me about Cryptic. So many other studios put out a product and never listen to the fans and pretend that everything is ok. So I think it's this dedication that makes STO such a great game.
    I'm sure we all look forward to the changes.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    I was a bit disappointed at first at the light story until I beamed up after the gate exploded and we were greeted with a "continue", then what appeared to be just a tossed in space battle because someone asked for more space battles last week... but then there was the conclusion, and it made the entire episode, even made up for the extremely crappy rewards. Though I wish I could sell the junk on the exchange but it won't even let me do that, but at least the story turned out to be very good there at the very end. So big thumbs up to Kestrel for the story, it made up for all the glitches in part 2 and part 5 and poor and unsellable rewards in part 5.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    jheinig wrote: »
    Nobody's really (canonically) sure how tough Iconian gateways are; in TNG: "Contagion," Picard destroys the Iconian probe facility by using its own launch mechanism. In DS9: "To the Death," O'Brien uses a series of explosives especially brought along for the job (and with back-up chemical detonators, thank goodness!).

    Anyway, changing the FX would be a job for the FX artist, which is not me. And FX time is precious. But changing the mission logic to have a "Reach Minimum Safe Distance" objective is in my bailiwick, so mebbe if I have the time. :)

    Yeah, that's the one bit that kinda bugged me. I'm 30 feet from a gateway and call for multiple photorps to strike it. Each of them releases as much energy as a 64 megaton nuke. Man, those personal shields are strong. :)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    The mission in iteself.....good.


    But cloaking tractor beam mines???

    And the noose around PvP's neck has gotten tighter.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    syberghost wrote: »
    Yeah, that's the one bit that kinda bugged me. I'm 30 feet from a gateway and call for multiple photorps to strike it. Each of them releases as much energy as a 64 megaton nuke. Man, those personal shields are strong. :)

    I could be wrong, but didn't the Enterprise-A bomb God with photon torpedoes while Kirk, Spock and McCoy were only a few meters away?:D
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    jheinig wrote: »
    The setup for bombing the Iconian gate was almost literally done at the last minute. It was one of the last pieces of the mission architecture. There was a brief discussion of putting in a "reach minimum safe distance" objective but there simply was no time. I might go back and do that later if I have a free day.

    EDIT: Also, I iterated on a version where you beamed out at the beginning of the cutscene and then the torpedoes came down. Unfortunately it was badly broken because if you were on a team, it would then wait for the team confirmation box, which you could cancel, which would leave you on the map in a bad state.

    If you can it later at some point, please do add a 'minimum safe distace' aspect in some way. Even I had to laugh as parts of the gate came down on top of me before the dialog box to beam out popped up. I know it's a game, but overall, the stoy was well done, and this one thing starined credibility; even for your average Star Trek episode imo. :)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Aisling wrote:
    THE Only problem I had with the mission was more of a realism issue. At the end when you are nuking the Iconian gate. Youre standing OUTSIDE when the torpedos hit the gate. Three of them no less. lol As I understand it photon torps are basically nukes on steroids.... my captain wouldnt be alive to see the results if shes standing outside when they hit.

    Please fix this so that she runs back inside please.

    Also please make it so that the tractor beam mines cant be sold to the replicator.

    Thanks. 10 tribbles in rating for this series! :D

    One of my favorite Trek scenes is in Arena when Kirk is going to fire a Photon mortar. The targe is like a kilometer away and his redshirt sidekick says "isn't that a bit close for one of those"?:D
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    The whole 'photon torpedo salvo' got a big groan out of me for multiple layers of reasoning, I'm afraid. First, and most obvious, of course, is the whole 'Wow, my ship just incinerated my captain with a volley of, and I stress this phrase, matter/antimatter warheads. To avoid that, animate a beamout first, then obliterate the gate. But wait...what about all the friendly Remans busy capturing the city that you just incinerated with a strategic orbital strike made up of matter-antimatter warheads? I mean, is Starfleet really that comfortable with backstabbing their allies and/or committing war crimes? Thirdly, and less notably, my ship A) does not carry photon torpedoes, so who shot them, and B) cannot fire salvos of that density even if it did, so how many ships fired them.

    Aesthetically a very cool scene, but, as happens so often, the people doing the animation/gameplay really, really need to talk to the writers for a sanity-check before they set things in stone.

    The use of pinpoint orbital phaser strikes elsewhere in the mission is very, very cool; that should have been the norm from Day One for outdoor missions. I can't even begin to count how many times I've sighed upon seeing huge crowds of Klingons/Jem'hadar/Romulans/whatever standing motionless in clear view of my heavily-armed deathray-equipped cruiser in low orbit.

    And before you even say it, no, the 'Orbital Bombardment' engineer ability doesn't cut it. It's absolute TRIBBLE, for one, AND it can be fired indoors. I dearly hope this mission signals the start of a new mission design philosophy, where enemies position themselves accordingly under the assumption of orbital bombardment when outdoors. I'll be sorely disappointed if the use of pinpoint orbital strikes becomes a Weapon Of The Week, forgotten and packed away after its debut.

    I realize I come off sounding negative here; don't mistake me. I adored this arc, it did many, many things right and only a few things wrong. I just hope this signals a change in philosophy such that the writers get to sanity-check the mission designers more aggressively in the future, as that's one area that STO badly needs improvement. (Get to the LZ to be teleported back to orbit. Hostile alien ship arriving in orbit is able to beam down dozens of troops while my ship sits there sucking its thumbs while they drop shieds to do so. Enemies can use transport disruptors whenever they want, but I can't use them to prevent hostile beam-ins/outs. Starfleet capital ship with hundreds and hundreds of crew always beams down precisely five people to engage several Klingon platoons. Why? The writers don't/can't sanity-check missions.)

    I also realilze that many of those issues were present in Star Trek series writing itself. Much of Star Trek writing was really, really bad, however, so its use as a role model is perhaps unwise when you're writing your own scripts. ;)
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